Pawn movement, what am I missing?

Try inheriting from ADefaultPawn, it allows for replacement of the movement component with a custom one because it has the needed FName for the component replacement

then you can use code like this:

ACustomPawn::ACustomPawn(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer.SetDefaultSubobjectClass<UCustomMovementComponent>(MovementComponentName))
{
	PrimaryActorTick.bCanEverTick = true;
}

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